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Text File  |  2005-05-08  |  6KB  |  341 lines

  1. // DSP Effects
  2. // 0 : "Normal (off)"
  3. // 1 : "Generic"
  4. // 2 : "Metal Small"
  5. // 3 : "Metal Medium"
  6. // 4 : "Metal Large"
  7. // 5 : "Tunnel Small"
  8. // 6 : "Tunnel Medium"
  9. // 7 : "Tunnel Large"
  10. // 8 : "Chamber Small"
  11. // 9 : "Chamber Medium"
  12. // 10: "Chamber Large"
  13. // 11: "Bright Small"
  14. // 12: "Bright Medium"
  15. // 13: "Bright Large"
  16. // 14: "Water 1"
  17. // 15: "Water 2"
  18. // 16: "Water 3"
  19. // 17: "Concrete Small"
  20. // 18: "Concrete Medium"
  21. // 19: "Concrete Large"
  22. // 20: "Big 1"
  23. // 21: "Big 2"
  24. // 22: "Big 3"
  25. // 23: "Cavern Small"
  26. // 24: "Cavern Medium"
  27. // 25: "Cavern Large"
  28. // 26: "Weirdo 1"
  29. // 27: "Weirdo 2"
  30. // 28: "Weirdo 3"
  31.  
  32. //    ATTN_NONE        0.0f    
  33. //    ATTN_NORM        0.8f    75dB
  34. //    ATTN_IDLE        2.0f    60dB
  35. //    ATTN_STATIC        1.25f    66dB
  36. //    ATTN_RICOCHET    1.5f    65dB
  37. //    ATTN_GUNFIRE    0.27f    140dB
  38.  
  39. //    SNDLVL_50dB        = 50,    // 3.9
  40. //    SNDLVL_55dB        = 55,    // 3.0
  41. //    SNDLVL_IDLE        = 60,    // 2.0
  42. //    SNDLVL_TALKING    = 60,    // 2.0
  43. //    SNDLVL_60dB        = 60,    // 2.0
  44. //    SNDLVL_65dB        = 65,    // 1.5
  45. //    SNDLVL_STATIC    = 66,    // 1.25
  46. //    SNDLVL_70dB        = 70,    // 1.0
  47. //    SNDLVL_NORM        = 75,
  48. //    SNDLVL_75dB        = 75,    // 0.8
  49. //    SNDLVL_80dB        = 80,    // 0.7
  50. //    SNDLVL_85dB        = 85,    // 0.6
  51. //    SNDLVL_90dB        = 90,    // 0.5
  52. //    SNDLVL_95dB        = 95,
  53. //    SNDLVL_100dB    = 100,    // 0.4
  54. //    SNDLVL_105dB    = 105,
  55. //    SNDLVL_120dB    = 120,
  56. //    SNDLVL_130dB    = 130,
  57. //    SNDLVL_GUNFIRE    = 140,    // 0.27
  58. //    SNDLVL_140dB    = 140,    // 0.2
  59. //    SNDLVL_150dB    = 150,    // 0.2
  60.  
  61. // General soundscapes
  62.  
  63. // This soundscape enables automatic dsp
  64.  
  65. "automatic"
  66. {
  67.     "dsp"    "1"
  68.     "dsp_volume" "1.0"
  69. }
  70. // This soundscape enables automatic dsp at 50% mix - good if you have 
  71. // a lot of dialog that must be understood at any distance
  72.  
  73. "automatic_dialog"
  74. {
  75.     "dsp"    "1"
  76.     "dsp_volume" "0.5"
  77. }
  78.  
  79.  
  80. // *******************************************************************************
  81. // ***************** E3_Techdemo_01 - 06 *****************
  82.  
  83. // e3_techdemo_01
  84.  
  85. "e3_techdemo_gmanspeaking"
  86. {
  87.     "dsp"    "10"
  88. }
  89.  
  90. "e3_Techdemo_02"
  91. {
  92.     "dsp"    "20"    
  93.  
  94.     // physics room
  95.  
  96.     "playlooping"
  97.     {
  98.         "volume"    "0.1"
  99.         "pitch"        "100"
  100.         "attenuation"    "0"
  101.         "wave"        "ambient/machines/courtyard_mach_loop.wav"
  102.     }
  103. }
  104.  
  105. "e3_Techdemo_03"
  106. {
  107.     "dsp"    "1"    
  108.  
  109. }
  110.  
  111. "e3_Techdemo_05"
  112. {
  113.     "dsp"    "10"
  114.  
  115.     // dripping cave ambient
  116.  
  117.     "playlooping"
  118.     {
  119.         "volume"    "0.23"
  120.         "pitch"        "100"
  121.         "attenuation"    "0"
  122.         "wave"        "ambient/water/corridor_water.wav"
  123.     }
  124. }
  125.  
  126. "e3_Techdemo_06"
  127. {
  128.     "dsp"    "20"    
  129.  
  130.     // lake
  131.  
  132.     "playlooping"
  133.     {
  134.         "volume"    "0.5"
  135.         "pitch"        "100"
  136.         "attenuation"    "0"
  137.         "wave"        "ambient/water/lake_water.wav"
  138.     }
  139. }
  140.  
  141. "e3_end"
  142. {
  143.     "dsp" "0"
  144. }
  145.  
  146. // ***************** E3_Techdemo_01 - 06 *****************
  147. // *******************************************************************************
  148.  
  149.  
  150. // ******************   SOUNDSCAPE TEST  ***************************************
  151.  
  152.  
  153. // No DSP, no ambients
  154. "Nothing"
  155. {
  156.     "dsp"    "0"
  157. }
  158.  
  159. "GenericIndoor"
  160. {
  161.     "dsp"    "1"
  162.     "playlooping"
  163.     {
  164.         "volume"    "1"
  165.         "pitch"        "100"
  166.         "wave"        "ambient/atmosphere/indoor2.wav"
  167.     }
  168. }
  169.  
  170. "GenericOutdoor"
  171. {
  172.     "dsp"    "19"
  173.     "playlooping"
  174.     {
  175.         "volume"    "0.25"
  176.         "wave"        "ambient/atmosphere/indoor2.wav"
  177.     }
  178.  
  179.     "playlooping"
  180.     {
  181.         "volume"    "0.15"
  182.         "wave"        "ambient/atmosphere/outdoor2.wav"
  183.         "pitch"        "100"
  184.         "position"    "0"
  185.     }
  186.     "playsoundscape"
  187.     {
  188.         "name"        "d2_depot_cellblock_medium"
  189.         "volume"    "0.75"
  190.         "position"    "2"
  191.     }
  192.     "playsoundscape"
  193.     {
  194.         "name"        "d2_depot_cellblock_medium"
  195.         "volume"    "0.75"
  196.         "position"    "2"
  197.     }
  198. }
  199.  
  200.  
  201.  
  202.  
  203. "cabin"
  204. {
  205.     "dsp"    "17"
  206.     "playlooping"
  207.     {
  208.         "volume"    "0.5"
  209.         "pitch"        "100"
  210.         "wave"        "test/temp/soundscape_test/cabin_ambience.wav"
  211.     }
  212.  
  213.     // *** TEST TV ********
  214.     "playsoundscape"
  215.     {
  216.         "name"        "test_tvset"
  217.         "volume"    "1"
  218.         "position"    "0"
  219.     
  220.     }
  221.     
  222.     // ** Tower sticking out of wall
  223.     "playlooping"
  224.     {
  225.         "volume"    "0.6"
  226.         "wave"        "test/temp/soundscape_test/cabin_wall.wav"
  227.         "pitch"        "100"
  228.         "attenuation"    "2"
  229.         "position"    "1"
  230.     }
  231.  
  232.  
  233.     // Random Sounds for Wall
  234.     "playrandom"
  235.     {
  236.         // time, volume, pitch, attenuation are all random intervals ( i.e. minval, maxval )
  237.         // every 0.5 to 2 seconds
  238.         "time"        "1,4"
  239.  
  240.         // at a volume of 0.25 to 0.25
  241.         "volume"    "0.5,0.8"
  242.  
  243.         // at a pitch of 90 to 100
  244.         "pitch"        "80,120"
  245.  
  246.         // play one of these .wav files randomly each time
  247.         "rndwave"
  248.         {
  249.             "wave"    "test/temp/soundscape_test/wall1.wav"
  250.             "wave"    "test/temp/soundscape_test/wall2.wav"
  251.             "wave"    "test/temp/soundscape_test/wall3.wav"
  252.             "wave"    "test/temp/soundscape_test/wall4.wav"
  253.         }
  254.         
  255.         // omit position for ambient sounds
  256.         "position"    "1"
  257.         // only required if "position" is present
  258.         "attenuation"    "2"
  259.     }
  260.  
  261.  
  262.  
  263. }
  264.  
  265.  
  266. "cabin_outdoor"
  267. {
  268.     "dsp"    "20"
  269.     "playlooping"
  270.     {
  271.         "volume"    "1"
  272.         "pitch"        "100"
  273.         "wave"        "test/temp/soundscape_test/outdoor.wav"
  274.     }
  275.  
  276.     "playrandom"
  277.     {
  278.         // time, volume, pitch, attenuation are all random intervals ( i.e. minval, maxval )
  279.         // every 0.5 to 2 seconds
  280.         "time"        "0.1, 0.1"
  281.  
  282.         // at a volume of 0.25 to 0.25
  283.         "volume"    "0.5,1"
  284.  
  285.         // at a pitch of 90 to 100
  286.         "pitch"        "50,120"
  287.  
  288.         // play one of these .wav files randomly each time
  289.         "rndwave"
  290.         {
  291.             "wave"    "test/temp/soundscape_test/music_snippet1.wav"
  292.             "wave"    "test/temp/soundscape_test/music_snippet2.wav"
  293.             //"wave"    "test/temp/soundscape_test/music_snippet3.wav"
  294.             //"wave"    "test/temp/soundscape_test/music_snippet4.wav"
  295.             //"wave"    "test/temp/soundscape_test/music_snippet5.wav"
  296.             //"wave"    "test/temp/soundscape_test/music_snippet6.wav"
  297.             //"wave"    "test/temp/soundscape_test/music_snippet7.wav"
  298.             //"wave"    "test/temp/soundscape_test/music_snippet8.wav"
  299.         }
  300.         
  301.  
  302.     }
  303.  
  304. }
  305.  
  306. "test_tvset"
  307. {
  308.     "dsp"    "1"
  309.     "playlooping"
  310.     {
  311.         "volume"    "0.15"
  312.         "pitch"        "100"
  313.  
  314.         "wave"        "test/temp/soundscape_test/tv_music.wav"
  315.         "position"    "0"
  316.         "attenuation"    "2"
  317.  
  318.     }
  319.  
  320.  
  321.     "playrandom"
  322.     {
  323.         "time"        "0.1, 0.3"
  324.         "volume"    "0.1,0.15"
  325.         "pitch"        "95,105"
  326.         "attenuation"    "2"
  327.         "position"    "0"
  328.  
  329.         "rndwave"
  330.         {
  331.             "wave"    "test/temp/soundscape_test/music_snippet1.wav"
  332.             "wave"    "test/temp/soundscape_test/music_snippet2.wav"
  333.             "wave"    "test/temp/soundscape_test/music_snippet3.wav"
  334.  
  335.         }
  336.         
  337.     }
  338.  
  339.  
  340. }
  341.